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    Number of items: 14.

    Brock, Thomas ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 and Crawford, Garry (2024) The esports experience economy: a multiple case study of esports events, peripherals and fashion. Internet Research. ISSN 1066-2243 (In Press)

    Crawford, Garry and Brock, Tom ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2024) Just Fun and Games? A sociological consideration of fun in video games. Games and Culture. ISSN 1555-4120

    Brock, Tom ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2023) Ontology and interdisciplinary research in esports. Sport, Ethics and Philosophy. pp. 1-17. ISSN 1751-1321

    Brock, Thomas ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2022) Videogaming as Craft Consumption. Journal of Consumer Culture, 22 (3). pp. 598-614. ISSN 1469-5405

    Brock, Thomas ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2022) How to Do Phenomenology in Game Studies. SAGE Research Methods: Doing Research Online . SAGE Publications. ISBN 9781529606041

    Brock, Thomas ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2021) Counting Clicks: Esports, Neoliberalism and the Affective Power of Gameplay Metrics. In: Global eSports Transformation of Cultural Perceptions of Competitive Gaming. Bloomsbury Academic. ISBN 150136877X

    Brock, Thomas ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2021) The gamblification of digital games. Journal of Consumer Culture, 21 (1). pp. 3-13. ISSN 1469-5405

    Latham, Gemma ORCID logoORCID: https://orcid.org/0000-0002-1033-3787 and Brock, Tom ORCID logoORCID: https://orcid.org/0000-0002-0965-0945 (2019) Failure in videogames: similarities and differences to textile craft. In: 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 06 August 2019 - 10 August 2019, Kyoto, Japan.

    Johnson, Mark R, Carrigan, Mark and Brock, Tom (2019) The imperative to be seen: The moral economy of celebrity video game streaming on Twitch.tv. First Monday, 24 (8).

    Brock, TGJ and Fraser, E (2018) Is Computer Gaming a Craft? Prehension, Practice and Puzzle-Solving in Gaming Labour. Information, Communication and Society, 21 (9). pp. 1219-1233. ISSN 1369-118X

    Brock, T and Carrigan, M (2017) Subjects or Subjected? The Puzzle of Identity in Neoliberal Times. In: Edges of Identity: The Production of Neoliberal Subjectivities. University of Chester Press, pp. 134-160. ISBN 1908258241

    Brock, T (2017) Videogame consumption: the apophatic dimension. Journal of Consumer Culture, 17 (2). pp. 167-183. ISSN 1469-5405

    Brock, TGJ (2017) Roger Caillois and e-Sports: On the Problems of Treating Play as Work. Games and Culture, 12 (4). pp. 321-339. ISSN 1555-4120

    Cresswell, M and Brock, TGJ (2017) Social movements, historical absence and the problematization of self-harm in the UK, 1980–2000. Journal of Critical Realism, 16 (1). pp. 7-25. ISSN 1572-5138

    This list was generated on Tue Nov 19 07:01:22 2024 GMT.